Gemstone Caverns

Gemstone Caverns

Legendary Land

If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.

Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

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Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gemstone Caverns occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.03%

Golgari: 0.09%

Gemstone Caverns Discussion

Axelious on Flashy flash

4 days ago

Quicksilver I wanted the Sprite dragon to have an effective win con, since it would get really big fast. Would the deck without it Still have a win con in it's own flyers? Then maybe it should be U/B instead.

Vendilion could be nice! Gemstone Caverns is a really nice card and Notion Thief could have it's plays but I don't think it does enough.

I can't see the point of Leyline of Anticipation since it wont give the cards flash and then wouldnt trigger any of the other abilities. Or am I wrong in this?

Quicksilver on Flashy flash

5 days ago

1+ for the rank #13 who hangs out with Saitama. Sprite Dragon doesn't seem to work too well here, you have too many creatures, perhaps Vendilion Clique might prove more effective. Gemstone Caverns gives you an advantage all the times you don't play first, Notion Thief is good for late game shutdowns and a Leyline of Anticipation should be in the sideboard at the least.

DragonLordJippy on A Better Selvala, Heart of the Wilds

6 days ago

Chainzar

Colossification may add a ton of Mana, but Selvala's hat trick - Drawing Cards off of big creatures hitting the battlefield - will definitely get hampered by it.

davidwhowrites

Why the confusion? It is easily the single best buff spell in the list: play it, tap Selvala, do things. When used in tandem with another buff spell is gets better. Test the Deck and play with it: it is an essential for the Deck.

StanleyH

  • There are better play lines to shoot for than a EWIT/Kogla or Temur/Untap Spell loop, but they still exist with Benefactor's Draught, which has proven more than enough for the Deck. Green values Creatures (by way of Tutors), play for them.

  • The Great Henge is excellent if you're on the back foot and need to recover or are in the middle of storming off and need the additional Draw. It is however what I would consider a flex spot, but I have been enjoying it so it stays (for now).

  • Tower Scout + Bounce Effect + Big Creature = Game Ending. I love Hyrax here, maybe the only viable Commander to run it in unless you need a cheap, Kiki-Combo Card. Tower Scout goes infinite > Scrib, Wirewood & Quirion. Kogla is flexible, but I like him in the Deck. We're running a pretty greed list, so his effects are a massive boon; but if you're still on Somberwald Stag, take that shit out and use Kogla.

  • Memory Jar is unreliable and we have all the Tutors we need to play with our Creatures and Draw spells to get there. I'd avoid Memory Jar. Use that EWIT on a Draw spell, cheaper/better.

  • I have never once regretted omitting Birds from this Deck and doubtful ever will. Playing Selvala on Turn 2, even if mulling to 5 Cards, has still produced wins. The percentile chance of getting there is high enough without Birds and the recently omitted Gemstone Caverns

KidEnkidu

Haha, agreed. Kogla is staying for now, but it is by no means an essential. However, I love the ape.

jaymc1130 on Emry Forgeworks [cEDH Primer]

1 week ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

jaymc1130 on Emry Forgeworks [cEDH Primer]

1 week ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

Magic_Aids on 【TURN】【1】【WIN!】▷ NEW Infinite Combo Deck! ◁

2 weeks ago

Clashboy15 Thanks! I considered Gemstone Caverns, but losing a card from hand is a pretty big drawback, and I think the deck is better off playing it safe!

Clashboy15 on 【TURN】【1】【WIN!】▷ NEW Infinite Combo Deck! ◁

2 weeks ago

Awesome deck! How come you didn't put in Gemstone Caverns to help reach the combo faster?

GoblinElectromancer on Turn One Twenty Goblins go...

1 month ago

I didn't think of Gemstone Caverns. Thanks!

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